export const screenDrawFragShader = `
uniform sampler2D trailsColorTexture;
uniform sampler2D trailsDepthTexture;

varying vec2 textureCoordinate;

void main() {
    vec4 trailsColor = texture2D(trailsColorTexture, textureCoordinate);
    float trailsDepth = texture2D(trailsDepthTexture, textureCoordinate).r;
    float globeDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, textureCoordinate));

	
   if (trailsDepth < globeDepth) {
	   gl_FragColor = trailsColor; 
   } else {
       gl_FragColor = vec4(0.0);
   }
}
`